Morkarn Geographic Location in Valmet | World Anvil
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Morkarn

Geography

Morkarn is a semi-mountainous region with the majority of mountains being in the center of the continent. Waterfalls, onto vast forests, from floating islands that usually block clouds and rain. In the center of the island, a crater has been formed from the largest flowing waterfall. From the resulting giant lake, water pours throughout the continent. The ground is kept alight by the bright yellow crystals which keep the floating islands in the air. Each night these crystals dim to create the effect of a starry night. Floating above Morkarn in increments of two miles is a total of nine floating islands roughly three fourths the size of the bottom continent.

Fauna & Flora

Flora

The Wandering Forests- Different forests in Morkarn are known to wander around the continent. They constantly reshape the land they traverse, leaving gargantuan trails stretching from one end of the continent to the other. These wandering forests must constantly be lead away from civilization and farmland by special magically infused fertilizer synthesized by alchemists. The fastest a forest has ever moved, according to what's recorded, is 4 miles for hour ann that was after the forest absorbed enough alchemical fertilizer.   The Great Stone trees- The Great Stone trees are massive, nearly indestructible trees that takes hundreds of years to grow. The bark of these trees is made from the stones that the tree slowly crushes, absorbs, and then repurposes. As the tree grows, cracks in its bark form and allow moss to grow like cracks in a bolder. Overtime, massive hunks of stone-bark eventually falls off and pierces the earth at the base of the tree. The areas around the tree are intimidating due to the large spires of jagged stone-bark shards sticking out of the ground.   The Tree Ents- Technically plants, these individuals roam the lands tending to the wandering forests, assisting with leading them away from towns, cities and farms.  

Fauna

  The Living Crystal- Otherwise known as Seraphine Crystals, these giant, multi-colored rocks are one of the largest and best known living things in Morkarn. These crystals live by extracting energy from the weave, pulling small amounts of magic from other living things for energy. Seraphine crystals emit strong light and warmth and even fertilize the soil with their waste. All these effects make the crystal an attractive candidate for symbiotic relationships for just about anything. For this reason, many of them are restrained by trees or treasured by animals.   Seraphine crystals live in communities which are simply referred to as "clusters." Floating islands exist because clusters of crystals are held in place, carrying huge masses of rock and dirt into the air. The bottoms of these islands are often as bright as the moons.   Living crystals are born from small fragments of larger crystals. It takes decades for these light giving lithoids to reach maturity and take flight. During this time they lay beneath the surface of the soil, often vulnerable to Trove Worms. Once they reach maturity, Crystals can continue to grow hundreds of feet wide and long.   Trove Worms- Strange, alien, snake-like creatures that burrow beneath the earth in search for Seraphine Crystals. Purely carnivorous, these worms will eat any meat they can find, however they favor small to medium-sized Living Crystals. After ingesting enough, these worms begin to grow a series of long flexible scales along the sides of its body. Soon after these growths finish, the next stage in the worms life is achieved and they take to the skies as dangerous predators.   Worms breed, only once a year, after releasing strong pheromones into the air. These chemical trails are followed for miles by other worms, resulting in writhing masses dozens of feet long. When the pheromones begin to wear off, these masses quickly dissipate. Any worms that do not evacuate are in grave danger of being eaten by the female worms. In fact any time a worm meets another worm, after the breeding season, territorial conflict ensues. The battle is a fight to the death and the loser is eaten alive like a spaghetti noodle. Slurp.

Natural Resources

Seraphite

The islands of Morkarn are the only reliable source of the unique material that allows them to float. Relatively speaking, however, "reliable source" does not mean easy to get, unfortunately. The crystals are hard to reach most of the time they are very difficult to scratch with tools. A few of the crystals that break off are large enough to be worth anything.  

Great Stone Bark

The Great Stone trees of Morkarn are famous for being ringed by gigantic, imposing shards of their own bark. During prolonged growing periods, the bark is shed like an old exoskeleton. Craftsmen use the material for building, boats, airships, or even weapons and armor if the sample is of high enough quality. Properties of the bark include a high level of flexibility relative to other hard materials, springiness, and the ability to be easily repaired with healing and druidic magic. It's even slightly lighter than iron. There is a problem with its rarity however. The Grand Republic Of Morkarn has placed sanctions on the collection of the resource to protect against over-harvesting. The buying price is usually double the price of steel.  

Trove Worm Scales

Morkarns greatest pest is also one of the greatest sources of decent light-armor. To any adventurer who manages to kill an adult Trove Worm, they will most likely be able to treat themselves to an upgrade to their defenses. Otherwise, the lucky, if not skilled warrior, can reap the profits of a difficult hunt. The scales dropped by Trove Worms are light, hard, flexible, and durable. Leather is outclassed in almost every way other than rarity, cost efficiency, and obtainability. Trove Worms are constantly on the list of invasive species that the Morkarn government asks to have hunted. No shortage of volunteers ever occurs due to the lucrative profits of the potential harvest.  

Wander Wood

The wandering forests of Morkarn are home to the only known fully mobile ecosystems. The wood which comprises these trees makes for excellent wands and staves as well as other magical focuses. Druids are known to have travelled to the vast trails left behind by the forests, combing through piles of detritus until they find the one branch of Wander Wood that hasn't been pulverized by the forest as it roamed. If an adventurer found themselves particularly bold, they might ask a Shepherd of the forest, a Tree-ent, for a branch of Wander-Wood.
Inhabitance
Human, Half-Orc, Orc, Elf, Aasamar, Tiefling,Centaur, Firbolg, Bugbear, Lizardfolk, Dragonborn, Kobold, Yuan-ti Pureblood, Genasi, Arakocra, Shifter, Kalashtar,Tabaxi, Vedalken, Loxodon,Verdan, Goliath, Gith
Primary Language
Common
Type
Continent
Characters in Location

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